Author Topic: Outpost 3d Development  (Read 121409 times)

Offline Hidiot

  • Hero Member
  • *****
  • Posts: 1018
Outpost 3d Development
« Reply #25 on: October 12, 2008, 01:56:44 AM »
Ok,ok... I was just imagining playing with such small units and it didn't look good to me.

Then again... anything that shows progress is good.
"Nothing from nowhere, I'm no one at all"

Offline Celledor

  • Moderator
  • Full Member
  • *****
  • Posts: 151
    • http://www.veus.se
Outpost 3d Development
« Reply #26 on: October 12, 2008, 03:04:48 AM »
Thanks for answers... how big or small the units will be when I release (the beta version) is not written in stone, if they are too small when doing som real gameplay then I make them a bit bigger (cause gameplay is what really matters).

I might even put in a control that lets the player choose size (atleast in single player).


Right now I'm just trying to get every thing to work (like they do in the original) in the alpha version... things will need to be rewritten in the beta as the code is starting to get a bit messy and ugly. I will do proper doumentation for the beta source code and stuff like that.

Offline Hidiot

  • Hero Member
  • *****
  • Posts: 1018
Outpost 3d Development
« Reply #27 on: October 12, 2008, 06:09:23 AM »
I trust you're keeping your code as organized as you can keep it?

Messy code now will put you down later. Experience dictates...
"Nothing from nowhere, I'm no one at all"

Offline Hooman

  • Administrator
  • Hero Member
  • *****
  • Posts: 4954
Outpost 3d Development
« Reply #28 on: October 12, 2008, 08:30:53 AM »
Hmm, very impressive.

I think what might make the lynxes look better, is not making them bigger, but making the ground texture higher resolution. The artifacts in the ground texture seem about as large as the lynxes are, and there is a very noticable difference in the texture resolution.
 

Offline Celledor

  • Moderator
  • Full Member
  • *****
  • Posts: 151
    • http://www.veus.se
Outpost 3d Development
« Reply #29 on: October 15, 2008, 09:22:55 AM »
The landscape is not a top priority right now and I will work a lot on it later. Right now there is just one texture that is the same over the entire landscape.

But your right about the resolutions, I will also add some shadows that will make the whole thing look better, an perhaps some headlights of some sort.

Offline Celledor

  • Moderator
  • Full Member
  • *****
  • Posts: 151
    • http://www.veus.se
Outpost 3d Development
« Reply #30 on: October 19, 2008, 06:52:36 AM »
Changed the second screenshot with a new one that also shows walls.

Offline Sirbomber

  • Hero Member
  • *****
  • Posts: 3237
Outpost 3d Development
« Reply #31 on: October 19, 2008, 07:32:55 AM »
Anyone will tell you I am skeptical and hostile towards all attempts at an OP2 remake/sequel... But for some reason I have faith in you...

Hmm...
"As usual, colonist opinion is split between those who think the plague is a good idea, and those who are dying from it." - Outpost Evening Star

Outpost 2 Coding 101 Tutorials

Offline Hidiot

  • Hero Member
  • *****
  • Posts: 1018
Outpost 3d Development
« Reply #32 on: October 19, 2008, 08:45:16 AM »
Will there be gates or anything? Cause your walls kinda partition the base in inaccessible sections
"Nothing from nowhere, I'm no one at all"

Offline Celledor

  • Moderator
  • Full Member
  • *****
  • Posts: 151
    • http://www.veus.se
Outpost 3d Development
« Reply #33 on: October 19, 2008, 09:04:03 AM »
Quote
Anyone will tell you I am skeptical and hostile towards all attempts at an OP2 remake/sequel... But for some reason I have faith in you...
Well thanks :)

Quote
Will there be gates or anything?
I will experiment on gates and see how well that works.

Quote
...Cause your walls kinda partition the base in inaccessible sections
Yeah that was just a test to make sure the wall sections change properly (to corner, end, center etc.) when added. The same system will be used for the tubes.

Will also experiment on diagonal walls, always missed that in most RTS.

Offline Freeza-CII

  • Administrator
  • Hero Member
  • *****
  • Posts: 2308
Outpost 3d Development
« Reply #34 on: October 25, 2008, 11:11:07 AM »
On the new screens.  With that Moon scape terrain its really hard to see the lynx.  Now if they had there head lights on it might make a difference.

 

Offline Celledor

  • Moderator
  • Full Member
  • *****
  • Posts: 151
    • http://www.veus.se
Outpost 3d Development
« Reply #35 on: November 07, 2008, 04:35:43 AM »
I have switch focus on the development... I'm going to make sure that I get the proper design documents and diagrams required to make sure that the structure of the code dosen't get out of hand. And that it becomes as simple as posible to add/change the diffrent parts from one version to the next (and to in the future include/hand over code to others when releasing it open source).

This mean that there will probably not any more screenshots for a while.

After this I will probably put most work into the support programs, which later can be used to make mods (the official main remake will be in the form of a mod to the game engine).

Offline Hidiot

  • Hero Member
  • *****
  • Posts: 1018
Outpost 3d Development
« Reply #36 on: November 07, 2008, 04:49:53 AM »
It is probably a good idea anyway.

You needn't post tons of screenshots. Just dropping a line as to what you've done in the past days is enough to let us know how you're faring.

We still have confidence in you  ;)  
"Nothing from nowhere, I'm no one at all"

Offline Savant 231-A

  • Sr. Member
  • ****
  • Posts: 486
    • https://www.outpost2.net
Outpost 3d Development
« Reply #37 on: November 07, 2008, 10:44:33 AM »
promising and fantastic. If finished, it will bring me back to op2 ;)
Gordon Freeman, and mr. Crowbar would own Master Chief in any part of the day.
"Come here citizen."

"From the ashes of the collapse we seek to build a better world for all."

Offline Celledor

  • Moderator
  • Full Member
  • *****
  • Posts: 151
    • http://www.veus.se
Outpost 3d Development
« Reply #38 on: November 08, 2008, 08:24:04 AM »
Thanks guys... its more fun to do some actual programming and see some ingame results but things like this must be done.

Offline Hidiot

  • Hero Member
  • *****
  • Posts: 1018
Outpost 3d Development
« Reply #39 on: November 08, 2008, 02:18:26 PM »
That is very true, but not neglecting a clean and easy to work on code is essential, as you'll want to avoid working on messy code you did a long while ago.
« Last Edit: May 09, 2012, 04:36:19 AM by Hidiot »
"Nothing from nowhere, I'm no one at all"

Offline omagaalpha

  • Sr. Member
  • ****
  • Posts: 372
Outpost 3d Development
« Reply #40 on: November 09, 2008, 05:19:35 PM »
Hoping that you will continue work on this, so that it can get finish to status that it playable. Specially see how just by what  editor you have in support program suggest long way down road mod-ability without has compile code over again add more unit, technology, and structures.
Sorry if my grammar and spelling is bad, but I have disablity with it.
Yes, English is the first and only language that I know.

Offline Celledor

  • Moderator
  • Full Member
  • *****
  • Posts: 151
    • http://www.veus.se
Outpost 3d Development
« Reply #41 on: November 10, 2008, 03:46:46 AM »
The support programs will add more work now, but less later as anyone can add contant such as the official campaigns, the right unit/structure values, ballance and more.

The support programs will also make it esy to change landscape textures, models and all that... I will only add placeholders that is to be replaced later on by anyone.

Offline Celledor

  • Moderator
  • Full Member
  • *****
  • Posts: 151
    • http://www.veus.se
Outpost 3d Development
« Reply #42 on: November 16, 2008, 02:58:48 PM »
This is an early screenshot of the Mod & Content editor. The interface is more or less complete and I have decided to use XML to store the info, and I can alredy open and modify the files. As I use XML it will be easy to open the files on a webpage to show other what the Mod contains or even make a webbased interface to make some changes (but that I will leave to others  ;) ).

To the right I have placed an Model/Map viewer that displays 3D content for selected unit structure etc. Right now all that is showns is a default 3D cube that can be rotated and zoomed in/out.

Starting with the tools and documentations is really the way to go.


Offline Leviathan

  • Hero Member
  • *****
  • Posts: 4055
Outpost 3d Development
« Reply #43 on: November 16, 2008, 07:15:47 PM »
Nice. Looking good! I'm excited :)

Offline Hooman

  • Administrator
  • Hero Member
  • *****
  • Posts: 4954
Outpost 3d Development
« Reply #44 on: November 16, 2008, 08:02:32 PM »
Btw, "Chassis".

 :)  

Offline Celledor

  • Moderator
  • Full Member
  • *****
  • Posts: 151
    • http://www.veus.se
Outpost 3d Development
« Reply #45 on: November 17, 2008, 02:58:36 AM »
Quote
Btw, "Chassis".
The units have two parts one turret mounted weapon and a "cassi" (there might be a better word for it) that is the body with wheels/tracks etc.

You add a cassi and a weapon in the editor and combine them to a unit.

Offline Sirbomber

  • Hero Member
  • *****
  • Posts: 3237
Outpost 3d Development
« Reply #46 on: November 17, 2008, 07:55:48 AM »
No, Hooman was telling you that "cassis" isn't a word.  The word you're thinking of is "Chassis" as in the "Advanced Combat Chassis" tech.
"As usual, colonist opinion is split between those who think the plague is a good idea, and those who are dying from it." - Outpost Evening Star

Outpost 2 Coding 101 Tutorials

Offline Celledor

  • Moderator
  • Full Member
  • *****
  • Posts: 151
    • http://www.veus.se
Outpost 3d Development
« Reply #47 on: November 17, 2008, 08:05:59 AM »
Quote
No, Hooman was telling you that "cassis" isn't a word. The word you're thinking of is "Chassis" as in the "Advanced Combat Chassis" tech.

haha  :lol:  Now when you tell me I see it... thanks, my english isn't always what it should be  ;)  and I wrote the interface text rather late so I didn't dubble check... so there is probably more of that sort.

But hey thats what I have you guys for right.

Offline Hooman

  • Administrator
  • Hero Member
  • *****
  • Posts: 4954
Outpost 3d Development
« Reply #48 on: November 17, 2008, 09:39:46 AM »
... "double"   ;)


Hehe, now I'm just teasing.   :P


Actually I think you write fairly well. And I only pointed out that first mistake because it was in the GUI (twice).
 

Offline Celledor

  • Moderator
  • Full Member
  • *****
  • Posts: 151
    • http://www.veus.se
Outpost 3d Development
« Reply #49 on: December 11, 2008, 12:15:54 PM »
I just had do post a new screen. I'm testing shadows and it look really cool, although I must admit that these shadows have very poor performance but it just for test.

And yes the Lynx are tiny (can you find them?) and must be bigger even if I do like them to be of more realistic size... but the gameplay comes first.


The work on the mod and content editor is going along very well...